Baladain
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Everything posted by Baladain
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
This is how the drills are designed. You can run a single drill converter at max load, or you can run multiple converters at reduced efficiency. -
[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Baladain replied to FreeThinker's topic in KSP1 Mod Releases
Can anyone confirm if the bug that prevented IFS from modifying stock fuel tanks has been fixed? (issue first developed in 3.6.2)- 1,187 replies
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- fuel switching
- mesh switching
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(and 2 more)
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
Constellation is a collection of all the MKS and related mods. You can download the constellation as a single file, and then pick out the mod directories you want to use. This constellation is 1.5 compatible, but does not have the new features. A new constellation with all the new features will be coming soon. (this is the one that can break your saves) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
Thank you for all the work you're putting in to this. This mod remains the reason I keep coming back to KSP. Love the option to disable cost for swapping converters, as it mitigates the issue of not being able to choose your config before building a part with OSE. Will it apply to drills as well? Do you still stream on twitch, or have you changed platforms? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
More than likely, you actually don't want to do this, since mining doesn't actually occur "in background" but instead happens as a catch up mechanic. During catch up, the push to planetary storage only happens once per game day, not every time a container fills. What that means, is that if you have a drill producing 5000 units of a resource per day, and you only have storage for 100 units, the storage will fill, but not push to planetary storage until the beginning of the next day. In this example, you would be wasting 4900 units of that resource. For planetary logistics to run smoothly, you need a single container that is large enough to hold 6 hours of production plus half the size of the tank. (when storage pushes to production, it only pushes half the contents) So, in order to properly push everything mined to planetary logistics, without loss, a 5,000 unit/day drill needs 10,000 units of storage, in a single tank. That is, unless there's been a major change to the way PL works that I've missed. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
MKS Ranger and Tundra inflatable storage module, MK-V supply readi-pac, all the Kontainers -
[1.4.X] OSE Workshop Continued - KIS Addon
Baladain replied to Aelfhe1m's topic in KSP1 Mod Releases
Wow, hot topic, I will try to address things in order as best I can. @Angel-125 You're right, some parts do require components other than Material kits, and they do show in the description. I have no issue with that, as it makes sense that specific materials are needed to make specific things. Someone could set up a factory on another moon/planet, and send the finished products to Kerbin for cash. That's not a cheat, that's called industry. @Daveroski Ground construction now lets you build DIY kits in-situ. No more waiting for a package to be delivered to set up something new. Check out the new videos in the OP on that thread. It has really come a long way. @adsii1970 I get where you're coming from, but there's a flaw in your logic. Someone isn't coming to you with paper and asking you to make copies. YOU are coming to YOU and asking YOU to make copies. (This is starting to sound like space madness) You mine the materials, refine them into kits, then use your printer to create a finished product. There is no third party for you to charge. IMO, I think it would make a lot more sense if the funds were removed, but the amount of materials was increased. But, I run OSE with MKS and Ground Construction, I'm used to having to keep building machinery in order to keep my mining and refining operations going to make my parts, so maybe that changes my perspective. -
[1.4.X] OSE Workshop Continued - KIS Addon
Baladain replied to Aelfhe1m's topic in KSP1 Mod Releases
I'm wondering why parts require funds to build. Isn't the whole point of off-world manufacturing that it happens outside the homeworld economy? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
Have you tried OSE Workshop Continued? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
Confirmed, downloaded USI tools from https://github.com/UmbraSpaceIndustries/UmbraSpaceIndustries/releases Installed, version was the same as previously installed. Did not resolve issue. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
Did that. Version I had is the same as the one that was in the MKS repo. Is there a more up to date version in a different repo? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
I'm wondering if this is related to my issue, I have 2 industrial refineries. The first has 2 bays for metals, 1 bay chemical the second has 2 bays polymers, 1 bay chemicals. Chemicals are producing at a much higher rate than metals or polymers, and minerals are being consumed at twice the rate of metallic ore or substrate. No efficiency parts are involved. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
Which modules specifically? For your greenhouses, can you send a screenshot showing how they're configured and the resources available? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
Heat seems to be a popular topic these days, I have a 2.5M nuclear reactor with 2 stock radiator (small) attached. The nuclear reactor overheats, even though the radiators level out at 11%. Can anyone make sense of this for me? Unfortunately this is for a station so the ranger thermal control units aren't an option. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
To follow up on the idea that the meu-500 drill can only run one separator without overheating, is this a re-balance so the 500 isn't essentially the equivalent of 9 100s? Now the three separators are only there in case you want to switch back and forth? -
[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Baladain replied to FreeThinker's topic in KSP1 Mod Releases
I had to roll back to version 3.6.1 from here https://kerbal.curseforge.com/projects/interstellar-fuel-switch/files- 1,187 replies
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- fuel switching
- mesh switching
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(and 2 more)
Tagged with:
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Baladain replied to FreeThinker's topic in KSP1 Mod Releases
Running KSP 1.4.5 and IFS 1.4.5 fuel switching is not working for me on stock tanks. FSfuelswitch does not even show in the part descriptions.- 1,187 replies
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- fuel switching
- mesh switching
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(and 2 more)
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
Yeah, that's basically what I did, but for some reason it didn't work. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
@voicey99 @RoverDude I have identified the problem with the EL UI and MKS parts. The module ElSurveyStation is not present in part Duna_Pioneer or Tundra_PioneerLC I updated my copy of MKS_EL_Integration.cfg to include this. (specifically changing ExSurveyStation to El) @PART[Duna_Pioneer,Tundra_PioneerLC]:NEEDS[ExtraplanetaryLaunchpads] { MODULE { name = ElSurveyStation } } But after loading the game, the survey station module is still not added to those parts. Am I missing something obvious? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
I may not have phrased my question clearly. Let me try again. 1. specialized parts. A year or more ago, specialized parts could be manufactured at the inflatable workshop and the tundra mobile workshop. (IIRC) but those parts are not showing those converters. Are we no longer able to manufacture spec. parts? Or have they moved somewhere else? 2. the pioneer module used to have the EL "open UI" button. This button is no longer there, even though the parts have the "EL Workshop" item in the VAB. Is there a recommended method for enabling the UI? Alternately, does GC offer in-situ builds yet? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
Have specialized parts been removed from the manufacturing chain? It looks like the recipies are no longer in the manufacturing parts. Also, while I know EL is no longer officially supported with MKS, has someone written a module that adds it's functions to the MKS parts that used to have it? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
I'm just back from a long hiatus, I've unlocked long term habitation, but I still don't get any of the specialist kerbals on rescue contracts. Can you point me to where this option exists? Or has it been removed? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
/Salute github issue 1229 -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Baladain replied to RoverDude's topic in KSP1 Mod Releases
You sir, are correct. I did some testing. jumped ahead 4 days at KSC, switched to Minty base, everything kept running smooth. loaded back, jumped ahead 4 days, landed a vessel near Minty base and during physics load EC ran out and parts of the base shut down. Not sure what's going on. @RoverDude @TheRagingIrishman other team members, can anyone take a look? I've included the entire save directory in case there's weird stuff in there. addtl info: save and base vessel were created under 1.2 parts have been added since 1.3 update. Save file: https://www.dropbox.com/s/eero8wqeh85qep7/Moar_Kerbal.zip?dl=0 Conveniently provided landing vessel in minmus orbit: dart-L